My family never had a lot of money so when I was a kid I would see games like yu-gi-oh and club penguin's card jitsu and I remember wanting to play them so badly that I ended up making a ripoff that combined both games rules. The cards were done on a paper sheet with different drawings, effects and crazy unbalanced stuff.
I played with those with my friends at school and we would make up new rules each session and have card ideas and stuff like that.

Sketch Crawler kind of gave me that feeling and nostalgia again of designing my own cards, even if here I'm just doing the drawing.
It has a lot of things to polish, and the gameplay can be a bit confusing at times on what's the best thing to do, but the game is just so charming I'm just looking forwards to the future and how it evolves.

Artifice: War Tactics is an incredibly simple turn based tactic game with no amount of flavor whatsoever with generic enemies and "heroes".

The overall gameplay can be interesting, but it's the lack of any kind of uniqueness outside of game design that makes this game unappealing.

Many times have I picked up this game, always unable to finish it. There was something about it that just didn't hook me, not to mention the stress and FoMO even with mods like lookup anything.
I have tried with cheat mods, porn mods, expansions; nothing made it an enjoyable experience.

Was it because the game was boring? was it because I didn't like it?
No, because I lacked dedicated [people] to play with.
It wasn't until I literally got married IRL and I was looking for games to play with my wife that we really got hooked.
I taught her the ropes, and since I never actually finished a year, we quickly got to the max amount of progress I ever got and I was.. really enjoying it!

Being able to be with someone you enjoy being with really makes any experience better, but Stardew Valley has so much stuff to do
back when I first got this game in like.. 2018 or so? the goal was the community center and that's it but now there's like more quests and secrets and masteries and events and it all just clicks so incredibly well. The endgame of this game is truly where the fun is at and that's just incredible to me, that a game [i]actively get's better[/i] at the endgame. That's just an incredibly rare sight in general and I feel like that is because Stardew Valley rewards the player's experience. Time is limited, so you slowly but surely learn how to optimize that more and more until you're at a point where either you want the day to end already or you are doing some extra stuff for hours, days or even weeks ahead.

Stardew Valley has the ability to be as complex as you want but also as casual as you want aswell and I feel like that's just really great.

I forgot how boring it is to play a bethesda game without mods and quicksaves. I didn't get too far, and the focus in building shit + the incredibly bad PC UI just really turned me off.

DreadEye VR is a game that had potential and great ideas but the execution is INCREDIBLY poor.

The game starts with the player being moved in a wheelchair, suggesting seated play. Every instance you see your character in, they're sitting. Then you are presented by the core gameplay loop; doing a ritual with different ingredients being put in a cauldron. This spawns a ghost, you give the ghost attention and then they leave, leaving you an item behind. Sometimes you get teleported to a "nightmare sequence" where sometimes you can interact with, some other times you just watch.

The way the ghosts work is that they need to be watched for them to leave. Once you watched them enough, a sound will appear on your left, right or behind you, with the intention to make you turn.
Once you do, you are rewarded with a jumpscare and the ghost leaving.
If you're used to horror games and their ambient noise, this will make the experience incredibly frustrating because all you will think about is "WHY IS IT NOT MOVING I AM FLASHING THEM JUST LIKE THE GAME TOLD ME TO".
I feel like the worst aspect of this comes when the game makes you look behind you because you can only really do that if your chair can spin or if you're standing. My chair is like the cheapest thing ever so I ended up having to play standing.

Small problem with playing standing is that you're gonna have to recalibrate the space boundaries and then switch to seating again for the cutscenes and everything will become an offsync buggy mess.

To make this worse, the achievements will hinder your experience.
One asks you to play the game ignoring all calls (AKA with your phone permanently buzzing), another one by never resetting the ingredients (meaning that if because of physics shenanigans or a ghost fucking up your setup, say goodbye to this achievement), another one by beating it under one hour (this is where you can notice all of the flaws in the game's design and it's incredibly frustrating to get if you don't know how the ghosts work) and there's one for having bought another of the developer's games.

The nightmare sequences of the game is the only good part of this game because they actually offer something more other than just jumpscares.

In conclusion: DreadEye VR has something to offer, but it is so incredibly not worth it I really cannot recommend anyone from trying this one out.

I'm not going to lie, this game looks and sound so incredibly generic due to the lack of personality it has but the more you play the more you realize just how unique it is.
More often than not, the reaction to every new thing/mechanic we discover that this game has to offer is "wait what? holy shit that's genuinely so cool". Like for example there's this item that's a grappling hook that's primarily function is to help you grapple certain points, but you can use it to steal shields from enemies.

The overworld is full of secrets and shit to discover and doing it with friends is just really fun.

It kinda makes me sad that a game like this has a name and personality so [i]forgettable[/i] and [i]uninteresting[/i]. The quests are generic, the characters, story and lore are just forgettable, but the actual content and gameplay side of things is where this game truly shines and when it shines, it really does.

It is definitely one of those games that require a little bit of patience to fully enjoy, but an experience definitely worth playing for the gameplay alone.

The new weapon and shell are incredibly good and fun to use, to the point where it's honestly quite broken and it makes the game quite easy. If you're struggling, you will enjoy the character and the weapon.

The Virtuous Cycle gamemode is just mediocre, but the achievements make the experience incredibly bad.
These achievements require you to do 90 billion runs (50 minimum, if you want me to be specific and minmaxing) because of RNG and the requirement to unlock skins which ask you to kill 5 of a specific boss (which basically translates to a minimum of 5 runs with that character) and almost every shell has this. Each run lasts for around an hour, even more if you have bad luck. You can get these objectives before the hour (aka kill boss -> leave run) but it is just such a stupid unnecessary drag.

I feel like if they just did the katana + shell then it would be a pretty good DLC, but sadly if you want to get 100% achievements you need to play through the Virtuous Cycle gamemode a lot, and it just sucks.

If you're a millenial or an early zoomer, there's a chance that Christianity and religion was part of your life at some point, wether you wanted it or not. With the sudden uprise of the LGBTQ+ movement and rights, people are less and less afraid of being queer to the point "gay" is not an insult anymore. We Know the Devil is a story released at a moment in life where acceptance wasn't as present as it is today (online, at least) but christianity and religion was still quite present.

One of the things you'll notice very early on is how unsettling and distant the soundtrack is. Almost as if it always stalking, waiting for the moment to catch you off guard. It doesn't really has much calm moments where you can actually relax. It's a soundtrack that perfectly encapsulates the feeling of trying to hide something, of a danger that is lurking but hasn't striken. It sometimes manifests itself like a broken disc, with static and scratches.
I am unaware if this is intentional or not, but at one point where the game is using the second "messiest" song, they are talking about radio static being described as "God is already warning us".

The writing respects the reader with a storytelling that skips over details and lets you fill in the blanks based on the information you receive with the interaction of each character.
Every time details are given, it's to plant a seed on the reader. A seed of doubt. A seed of curiosity. A seed of inquisivity.
To give a non spoilery example, at one moment the player asks themselves what even is this camp. What are the intentions behind it aside of religious, which is when the game does this clever thing of [i]telling[/i] it's hand rather than showing it by saying it's a camp for "bad kids", which ponders the question of what is considered bad based upon the entire religious context. It is a line delivered fairly early into the game which really helps the reader to start analyzing more and more the possible reasons why these kids were sent here. Although they're ultimately revealed, it has never felt as if the writing is mad at you for not figuring things out earlier.

We Know the Devil might be short, but it takes a lot of care in it's writing , which is something I truly admire.

--

On a personal note, aside of the review and more of a vent than anything, I want to mention that I knew I was trans since a very early age. Religion never truly sticked with me thanks to my brother that really fucking hated going to church (just like me) because of how boring it was. We stopped going at an early age and one of the arguments we gave was that the church is nothing but humans who read the bible and interpreted a specific way. We got out of religion with the excuse that we wanted ot have our own interpretation of the bible and follow our own path with our own beliefs. It is important to note that my brother is 4 years older than I and my brain was too small to formulate these kinds of thoughts yet so all I did was nod to whatever he said for.. some years.
Seeking my own interpretation of the bible, I finally felt at peace. It was the moment where being queer stopped being shameful. Where I started to question myself and how I was feeling -- hell, at one moment I even had the interpretation that we're all our own god, which is the opposite conclusion the game gives in each arc lol --, yet it took me more than 10 years to finally come out of the closet to my family.
I'll never forget how my mom, who volunteers at the church, grabbed me by the arms and told me "please, never be gay. I see them suffer so much". At that moment my young self understood that as "it's not safe to be gay" and therefore.. hid it. I never repressed it, I hid it.
I blocked my family from all social media, I prohibited from entering my room and slowly but surely cut contact with them as much as I could.
I isolated myself from my family out of fear.
As the years went by, my parents and family kept saying they missed me, that they wish I was more present, but every time I tried they all mocked me and pushed me deeper into isolation until I felt like trying wasn't worth it.
After coming out of the closet, my dad did not talk to me for a while. My mom was overwhelmed at basically having her daughter tell her she has to help her rewire her, and my brother had other things to worry about, specially after those years of extreme isolation on my end.
Fast forward to today, I am living in another country with my wife in a family that accepts me and accompanies me as a whole. I'm still in contact with my parents. My dad talks to me but by my deadname and refuses to call me by my now legal name, so I avoid him if possible. My mom wishes she could be closer to me but realizes not even herself knows how to be a woman, and therefore doesn't know how to be a mother. She feels more like a friend that worries about me but doesn't have the words nor means to support me. I'm sorry mom.
My brother on the other hand, I want to call him a cunt but he has all the reasons and rights to be one. It's not like I have been the best sister to him.

I am having a good life where I'm free, loved and don't have to hide myself anymore, but sometimes I have to get reminded of the two decades I spent in the closet to not go there again.

me like tummy
tummy get big
good game very enjoy

The first Saints Row game is as funny and unhinged as the other saints row games, only without dildos as weapons because.. well, it was 2006.

The dialogues are incredibly funny, specially if you're bilingual and know Spanish because the pedestrians have so much personality and charm and so does the main characters!

I loved the main plots and the secondary characters shown in activities, but sadly this game locks the main story in the activities, forcing you to play through boring minigames over and over.
After playing saints row for three days and barely progressing in the story, I decided I had enough and finished the game on youtube like some Persona fan because the grind you need to do is insane to the point it makes the main story feel bad because "really? I grinded for three hours just to play two missions that were barely fifteen minutes?" I don't know.

This game fucks and was really fun to experience and play, but the grind of the activities is a major turn off. I still recommend it, because I know some people that LOVE the activities of this game. Sadly I don't.

Keepers of The Dark was supposed to be a DLC for the first dreadout but it became so big they made it another game or a "standalone expansion". The way it's done is that you have 8 doors and two bosses in each door that you can fight and vanish.

The combat in DreadOut has always been.. clunky. Every attack can put you into a stunlock and whenever you die, you are taking into a "Limbo" section where you need to press sprint + W for like 20 seconds before you can go back to the game to just get stunlocked to death in 3 seconds, making combat incredibly frustrating. The reason why the Limbo exists with that distance that increments each time you die, is because it allows the monster to roam and not spawncamp you.

For their combat dedicated expansion; have they improved or fixed any of the issues in the previous scenario? No.
The first boss is a giant head in the dark with black hair that they use to attack you. You cannot see the hair because it's fucking DARK. To make this worse, each corner has a minion head that you can kill but respawns really quickly. If you get hit to it, you're gonna get stunned (like it happens with every attack) and it will give enough time for the boss to attack you and in that stun the head in the corner.. you know where I'm going with this.

The game main definition of difficulty is just multiple enemies. Everytime a fight is interesting enough, they add two or four more enemies to stunlock you and I get it, it's annoying, it's frustrating, it's difficult, but I feel like this game shines out the most when the difficulty doesn't come from dodging attacks but from doing puzzles or a specific task, and I say this as a dark souls, shmup bullet hell player that bathes and drinks difficult games because I enjoy them, it's just that for DreadOut, that difficulty in combat clashes with the game's entire personality and feeling.

There are some gimmicky/puzzle ghosts that were genuinely fun and enjoyable to do, like a mannequin lady that hides inbetween a lot of other mannequins or another lady that's obsessed with her beauty and uses needles to feel and look prettier. She basically runs all over the place when engaged and stops at a certain point where you need to confront her until she runs again.
These two also follow the "randomly spawn two or four stuff to make it more difficult" rule, but the way they do it is by spawning mannequins that move only when you don't see them or by telekinesis throwing stuff at you. While I didn't enjoy the latter, it certainly wasn't as bad as other ghosts in the game.

The scenarios are recycled from the first game but the ghosts, stories and lore is new. The new story is really vague to the point where I'm not entirely sure what happened and it's shown to you sometimes after a level it's complete, some other times with uh.. jumpscares? for some reason? like there was one where it was just a dinning table with a loud noise and it was so funny to me.

I don't recommend this game simply because it isn't a good game. If you got it with the bundle, by all means feel free to play it but don't buy this alone. It's genuinely not good and it serves more as curiosity or if you're okay with keeping up with BS or downloading a cheat engine table online or whatever. If you want a solid experience that's enjoyable, good and interesting from start to finish; this isn't it.

My girlfriend's favorite girl in this game (Renée) has a similar name and personality to mine and she says "it's the only reason why I keep playing".
I don't believe her, but it still boosts my ego and it's also cute as fuck ♡

Making this run on Meta Quest 2 was such a pain because I had to enable the beta of the game on steam, launch the game from the oculus app and without steamvr initializing so it was complete hell. Was it worth it? Well.. to me yeah.

Accounting+ features so many dumb jokes that go on for too long and aren't cut unless you move. You can easily finish the game in like 15 minutes if you don't care about the dialogue and/or are impatient to hear the full joke, and the jokes are a complete hit or miss because they do this thing where "mature show = swear words being thrown around each 2 words" but in a game and like, while I understand why it can turn a lot of people off (me too) it did have some jokes that I really enjoyed like when you grab a porn mag to prove you're badass and they start commentating on it as if you were holding something incredibly badass and forbidden and they go "we should do our OWN porn mag!" and stupid shit like that.

I don't want to talk about more jokes because the game is short, jokes is all it has,,, yeah.

Katamari Damacy REROLL became a game I always went back to ever since I played it, so when they announced the remaster for the sequel I was incredibly excited yet worried; I have played so much of the first game in different versions that I was afraid of disliking the sequel because it's common for sequels to have a different vibe or soul to it, but We Love Katamari felt amazing. It felt as if the designer(s) were able to fully explode in creative freedom. I found myself laughing multiple times at the dumb scenarios like a salesman offering a spinning grilled pork to someone else or a tiger entering a carwash and leaving as a tiger rug, stuff like this is why I love Katamari. Katamari is not afraid of being silly and this entry embraces all of its sillyness by making the main premise of the game "people liked the first game so much they asked us to do more; those people are the ones that will give you the directions on what to collect" and it's just so great

I love the king and how his story was expanded in this game. I've always loved his chats in Katamari Damacy but I've grown bored of them. Here his egotistical personality shines so brightly it's blinding.

The levels this time do make you use the spin dash thingy which I used to hate, but with how much We Love Katamari makes you use it for higher scores, it growned on me how good that mechanic is, I was just bad. There's a lot of different types of katamari. Hell, there's a level where you make a sumo fighter get fatter and fatter by collecting food to defeat a rival. There's also gimmicky levels that can be difficult like carrying fire and if you touch water, it turns off and being fully honest, with how many levels there are and how much I've played the prequel, I really enjoyed these levels. They felt like fresh air and they're just perfect imo.

The cousins and presents are the best here because most of the cosmetics you get from presents look different when you use other cousins. For example you can get a bikini early on and that bikini on a character can have a skirt and bra, sometimes it's more like a swimming outfit, there's lots of different things that really makes the cousin's personality shine with just their cosmetics + animations. I'm so glad they made the cousins playable outside of multiplayer because I had so much fun switching around and collecting every single one of them.

this remaster added new content; Royal Reverie, where you play as the King when he was just a prince. Most of the levels are not great imo in the sense of them just being gimmicky and difficult. Given the context of his father and his youth, I understand why, so while they're the least enjoyable of all the levels, they do add a bit to the story and I really enjoy them.

one thing I didn't like is how the stickers force you to use the camera costume, making it so if you want the 100% you can't really wear a cosmetic place, as the camera occupies a slot. Truly a shame, but just minor nitpicking on what is an incredible game.

At release this game had some drawing distance issues but they've been resolved and it's now the same as the original. I really wish they incremented the draw distance for PC because sometimes getting cousins/gifts can be tedious as you are waiting for something invisible to pop in and be visible but once again, this is just nitpicking.

Overall, a 5/5, absolute fucking peak. I don't think any other katamari game will top this but once again, I thought the same about the first game so I'm really hoping they port the rest too because I'm so in love with this franchise.